Operation Backlog Completion 2026
Oct 312020
 

Happy Halloween!

It’s time for a special Halloween Celebrating All Things Spooky review with a look at Spirit Hunter: Death Mark.

(That link goes to the Switch version, but it’s also available for PC, PS4, and Vita.)

Death Mark puts you in the shoes of a man with amnesia who has a strange mark on his arm… a mark that he learns heralds the bearer’s upcoming death due to being cursed by a spirit. He soon joins forces with other Mark Bearers to track down and defeat the spirits that cursed them.

It is a combination of a visual novel and an adventure game, and in some way it reminds me of Ace Attorney – if Ace Attorney had battles against deadly spirits instead of trials.

In each chapter, you investigate a haunted location with a partner. You usually get to choose your partner from 2 or 3 characters, and different characters have different skills or knowledge that can come in handy. You search locations for clues and items that can help you proceed.

Occasionally you’re placed in a deadly situation where you need to use the knowledge you’ve obtained to choose the correct answers and survive.

Then there are the battles against the spirits, in which you and your partner must use items on each turn. Once again, you’ll need to have paid attention to the clues along the way to know which items to use to survive (and which to use for the best outcome, which involves putting the spirit to rest instead of destroying it).

The story is pretty interesting, and each chapter has its own dark story as you learn about the spirit. Aside from those narrative horror aspects, Death Mark also does a great job with little unsettling touches as you explore, such as having a ghost visible while you pan your flashlight over a certain area yet disappear when you look again.

Navigating between areas was a little odd at times, but overall I found Spirit Hunter: Death Mark to be an enjoyable game and a great way to end this year’s spooky season. So if you enjoy this sort of game, be sure to check out Death Mark!

(I’m not entirely done with spooky games yet for the year, though, because I have Bloodborne in progress.)

I’ll be looking forward to playing the second game in the series at some point as well. That’s it for Celebrating All Things Spooky 2020! You have the rest of today to leave comments for the contest and get my horror novellas on sale, and stay tuned for the upcoming announcement of the contest winners.

Happy Halloween!

Oct 232020
 

Today’s game is another one that stretches the classification of “spooky” quite a bit, but I decided the story has enough horror for me to finally finish the Zero Escape trilogy this October by playing Zero Time Dilemma.

Zero Time Dilemma serves as both a sequel and prequel, since Virtue’s Last Reward ended on a cliffhanger relating to events from the past. At the time, that both annoyed me and left me eager to see how it would all work out in the third game.

Unlike its predecessors, Zero Time Dilemma isn’t exactly a visual novel. All of its scenes are cutscenes instead.

However, it’s structured in the same way, so it still feels somewhat like a visual novel.

Once again, nine people are trapped and forced to participate in a deadly game overseen by a mysterious person named Zero. This time it is the “Decision Game,” with a variety of different situations you’re put into and forced to make choices. They’re split into three groups, and you play as each team rather than sticking with one main protagonist.

The orderly flowchart from the previous game is gone, replaced by “fragments” that connect together into a larger flowchart.

At first, I didn’t like the fragment system at all. I made a choice with each team and expected that to lead to the outcome of that combination of choices, but instead I unlocked a whole bunch of different fragments in different timelines, and I didn’t like it.

But over time, it grew on me. It’s easy to turn on the game, pick a new fragment, and play through it. It also helps mimic the disorientation the characters feel due to losing their memories between fragments.

Like in Virtue’s Last Reward, certain fragments unlock pieces of information you need to progress in others. Sometimes this is information the player enters, while other times it simply unlocks new cutscenes because the characters themselves have more information.

A fragment typically involves an escape room sequence, with puzzles to solve, that then culminates in the choice you need to make for that fragment. These are fun, although some of them lack the urgency they had in the previous games. Their pacing is also a bit strange; I felt like a much smaller fraction of my time was spent in escape rooms and was surprised when I got a trophy for completing them all, since I still had a fair number of fragments I hadn’t seen yet.

Between that and the switch to cinematic cutscenes, I really felt like I spent most of Zero Time Dilemma watching it rather than playing it.

So now let’s talk about the story. I liked the tone a lot. Virtue’s Last Reward often felt to me like it was trying too hard to be funny, but Zero Time Dilemma had a much darker tone again (with a lot of horrible deaths in various branches based on your choices), which made it a fitting choice for October after all.

I enjoyed learning more about the characters over different fragments and seeing how various details start to come together. And in general, I enjoyed the plot. There are some great moments and a few really surprising twists that I didn’t see coming at all. The biggest twist even resolved a few things I’d thought were plot holes up until that point, which I appreciated.

Click for implied major Zero Time Dilemma spoilers
Mainly lines related to Q, like how characters would reference him in some scenes, but then see “him” in other scenes and seemingly not know who he is.

Yet it wasn’t quite the thrilling conclusion I expected after the Virtue’s Last Reward cliffhanger, and it’s hard to really explain why. Overall I enjoyed playing Zero Time Dilemma, but (even though there are several aspects I liked better than Virtue’s Last Reward), the story didn’t impact me quite as strongly as the first two Zero Escape games.

Oct 052020
 

Let’s kick off this year’s horror reviews with a classic: D.

When D came to Steam and GOG a few years back, I was intrigued by it because it comes up occasionally when people discuss classic horror games/series.

D originally came out in 1995, so it predates Resident Evil. It’s an adventure game with a big focus on full-motion video (to the point where Wikipedia considers it to be an interactive movie), and the graphics hold up surprisingly well considering how old it is.

You play Laura, a young woman who rushes to the scene upon learning her father has inexplicably gone on a murder spree, and finds herself in a mysterious castle. The game has no save system and a real-time deadline; if you don’t finish within two hours, you’re forced to start over from the beginning.

I’m not a fan of timers in games, but it doesn’t bother me so much when the game is so short – and it did increase the tension in a game that otherwise isn’t very scary.

D is old, and it feels it. Most of the horror moments just fell flat for me. On the other hand, you have to consider it in the context of when it came out, and in that way, I can still appreciate it. Beyond that, it does a decent job of building up its atmosphere, if not in the cutscenes than at least in the mood of the castle itself.

And while exploration is painfully slow (you pick a direction and wait while the character slowly walks forward, because pretty much everything is FMV), the puzzles are still pretty solid. Some of them have aspects that are clearly meant to waste some of your precious two hours, but overall they hold up well.

In short, D isn’t quite a new favorite and it definitely feels dated, but it’s interesting to check out such an old entry in the history of horror games.